Dunabar
Chieftain
-=Still under development=-
I've been working on a Warcraft project of my own (Not related to Bamington's or Uruk's works) and currently I'm preparing to begin figuring out how to develop my own custom tech tree. While I do this however, I could use some opinions on my Civs which are on hold till the tech tree is figured out/completed. I've been getting feedback from one of my Steam Workshop group members, but really it's only been one person giving me feedback, and I could really use some more. I don't have art made for any of the Civs just yet, but I do have the "blueprints" down for 12 out of 22 of the Civs I plan to make for the start of the project.
I might be a novice to all of this, but I never back down from a difficult project lol.
I welcome all types of feedback, I only ask that they be constructive
-=Project goal=-
1. 22 Warcraft themed Civilizations
2. Custom Tech tree & Eras (213 Techs)
3. Custom Policy tree
4. Custom Ideology Tree
5. Custom Religions, Beliefs, Pantheons, and Reformations.
6. Custom Natural, World, and National Wonders.
7. Fitting themed units for recruitment at all times (IE: No XCOM squads, Modern Armor, and etc etc.)
8. 22 Champion units (maybe more later on)
9. Great Works of art in the form of fan made Warcraft art.
10. Custom resources
-Note: All Civilizations are under re-development for v1.0.
-= Alliance Civilizations in Development =-
Stormwind - Humans
Ironforge - Bronzebeard Dwarves
Gnomeregan - Gnomes
Darnassus - Night Elves
Exodar - Draenei
Gilneas City - Humans/Worgen
-= Horde Civilizations in Development =-
Orgrimmar - Orcs
Echo Isles - Darkspear Trolls
Thunderbluff - Tauren
Undercity - Forsaken
Silvermoon - Blood Elves
Bilgewater Harbor - Goblins
-= Neutral Civilizations in Development =-
Hearthglen - Argent Crusade
Mogu'Shan Palace - Mogu
Heart of Fear - Mantid
Dark Portal - Dragonmaw (Iron Horde)
Icecrown Citadel - Scourge
Utgarde Keep - Vry'kul
Zandalar - Zandalari Trolls
Dire Maul - Gordunni Ogres
Twilight Citadel - Cult of Twilight
Dawn's Blossom - Pandaren
-= Tech Tree (213) =-
Age of Orcs - 1st Era
Spoiler :
Landclaim (Starter)
Agriculture
Boatcraft
Township
Woodworking
Cold Survival
Militarization
Ley-Study
Enlightment
Shipcraft
Riverworks
Clayworks
Pomology
Mining
Cold Mining
Marksmenship
Defense
Magic Pioneering
Spirituality
Devotion
Sea Trade
Land Trade
Herbology
Stoneworks
Stored Food
Sworn Oath
Enchanting
Divine Calling
Agriculture
Boatcraft
Township
Woodworking
Cold Survival
Militarization
Ley-Study
Enlightment
Shipcraft
Riverworks
Clayworks
Pomology
Mining
Cold Mining
Marksmenship
Defense
Magic Pioneering
Spirituality
Devotion
Sea Trade
Land Trade
Herbology
Stoneworks
Stored Food
Sworn Oath
Enchanting
Divine Calling
Age of Suffering- 2nd Era
Spoiler :
Optics
Arts
Masonry
Distillery
Underground Housing
Formation Drills
Fortifications
Mentorship
Spiritual Infusion
Divine Art
Divinery
Higher Learning
Magic Training
Metalwork
Pathing
Construction
Star charts
Coastal work
Markets
Engineering
Irrigation
Military Engineer
Metallurgy
Word of Faith
Chronicals
Manacraft
Alchemy
Siegeworks
Ironsmithing
Land Survey
Steam Power
Improved Hulls
Age of Chaos - 3rd Era
Spoiler :
Architecture
Crop Rotation
Sub-Architecture
Mechanisms
Logistics
Gunpowder
Magistration
Blessed Construct
Heavy Mass
Wharfes
Districts
Housing
Steam Harnessment
Oil Production
Land Domination
Tempered Steel
Mana Infusion
Divine Knowledge
Spiritual Culture
Dockworkers
Off-shore production
Law
Factories
Steel Cylinders
Sellswords
Steel Gears
Expression
Guilds
Stockyards
Worker Union
Officership
Arcane Sanctum
Education
Divine Sanctuary
Honored Dead
Crop Rotation
Sub-Architecture
Mechanisms
Logistics
Gunpowder
Magistration
Blessed Construct
Heavy Mass
Wharfes
Districts
Housing
Steam Harnessment
Oil Production
Land Domination
Tempered Steel
Mana Infusion
Divine Knowledge
Spiritual Culture
Dockworkers
Off-shore production
Law
Factories
Steel Cylinders
Sellswords
Steel Gears
Expression
Guilds
Stockyards
Worker Union
Officership
Arcane Sanctum
Education
Divine Sanctuary
Honored Dead
Age of Leaders - 4th Era
Spoiler :
Agency
Gathering Guilds
Production Guilds
Circled Fire
Counter Siege
Field Tactics
Blast Powder
Heavy Armaments
Crew Training
Cooking Guild
Citizen Guard
Art of War
Culture Magic
Communion
Banking
Inns
Taverns
Food Shops
Military Grounds
Arcane Cultivation
Spiritual Cultivation
Harbors
Admiralty
Auctioneering
Exotic Trade
Shelters
Military Science
Military Culture
Mana Essence
Power Invigoration
Gathering Guilds
Production Guilds
Circled Fire
Counter Siege
Field Tactics
Blast Powder
Heavy Armaments
Crew Training
Cooking Guild
Citizen Guard
Art of War
Culture Magic
Communion
Banking
Inns
Taverns
Food Shops
Military Grounds
Arcane Cultivation
Spiritual Cultivation
Harbors
Admiralty
Auctioneering
Exotic Trade
Shelters
Military Science
Military Culture
Mana Essence
Power Invigoration
Age of the Betrayer - 5th Era
Spoiler :
Trade Fleets
Trade Convoys
City Housing
City Farms
Deep Mining
Magical Arts
Destructive Research
Collective Research
Guided Masses
Blessed Followers
Heroic Praise
Military Housing
Archaeology
Festive
Agent Network
Fishing Fleets
Coastal Support
City Engineers
Cultural Exchange
Destructive Magic
College
Trade Convoys
City Housing
City Farms
Deep Mining
Magical Arts
Destructive Research
Collective Research
Guided Masses
Blessed Followers
Heroic Praise
Military Housing
Archaeology
Festive
Agent Network
Fishing Fleets
Coastal Support
City Engineers
Cultural Exchange
Destructive Magic
College
Age of the Crusaders - 6th Era
Spoiler :
Shipyards
Fortified Districts
Peace Summit
Icefishing
Training Field
Military Engineering
Shadow Games
Heavy Armor
Harden Steel
Heavy Siege
Magic Defense
Deep Fishing
Great stocks
Mining Operations
Patriot Monuments
Counter Armaments
Heavy Weapons
Ley-Keepers
Spiritual Rally
Navigation
Trade Mastery
Frost works
Mercenary Camps
Fortified Districts
Peace Summit
Icefishing
Training Field
Military Engineering
Shadow Games
Heavy Armor
Harden Steel
Heavy Siege
Magic Defense
Deep Fishing
Great stocks
Mining Operations
Patriot Monuments
Counter Armaments
Heavy Weapons
Ley-Keepers
Spiritual Rally
Navigation
Trade Mastery
Frost works
Mercenary Camps
Age of Shattering - 7th Era
Spoiler :
Armored Hulls
Sea Domination
Cultural Monuments
Master Agency
Stone Mastery
Forest Mastery
ManaBombs
Royal Stocks
Aerial Factory
Defense Mastery
Safe Holds
Armor Factory
Sea Domination
Cultural Monuments
Master Agency
Stone Mastery
Forest Mastery
ManaBombs
Royal Stocks
Aerial Factory
Defense Mastery
Safe Holds
Armor Factory
Age of Mists - 8th Era
Spoiler :
Admiral Fleet
Land Cultivation
Sculpting
City Parade
Champion's Calling
Arcane Savants
Defenders of Faith
Great Teachings
Cultural Fervor
Imbued Weaponry
Ancestral History
Land Cultivation
Sculpting
City Parade
Champion's Calling
Arcane Savants
Defenders of Faith
Great Teachings
Cultural Fervor
Imbued Weaponry
Ancestral History
Age of Iron - 9th Era
Spoiler :
Mastery of Seas
Mastery of Masonry
Mastery of Land
Mastery of Cold
Mastery of War
Mastery of Science
Mastery of Faith
Adv. Construct
Adv. Magic
Arcane Engineering
Arcane Chambers
Arcane Control
Arcane Powering
Arcane Shielding
Mastery of Masonry
Mastery of Land
Mastery of Cold
Mastery of War
Mastery of Science
Mastery of Faith
Adv. Construct
Adv. Magic
Arcane Engineering
Arcane Chambers
Arcane Control
Arcane Powering
Arcane Shielding
-= Policy Tree =-
Ingenuity
Spoiler :
Under Development
Artistic
Spoiler :
Under Development
Warfare
Spoiler :
Under Development
Spiritualism
Spoiler :
Under Development
Statecraft
Spoiler :
Under Development
Merchantry
Spoiler :
Under Development
Esotericism
Spoiler :
Under Development
Expedition
Spoiler :
Under Development
Magic
Spoiler :
Under Development
-= Pantheons, Religions, Beliefs, and Reformations =-
Pantheons
Spoiler :
Under Development
Religions
Spoiler :
-Elune
-Holy Light
-Shamanism
-Augest Celestials
-Sky Father
-An'She
-Dragon Worship
-Cult of the Damned
-Arkkorco
-Nath
-Tayutka
-Rukhmar
-Anzu
-The Makers
-Deep Mother
-Loa
-Titans
-Lich King
-Shamanism
-Old Gods
-Earth Mother
-Naaru
-Great Moolah
-Holy Light
-Shamanism
-Augest Celestials
-Sky Father
-An'She
-Dragon Worship
-Cult of the Damned
-Arkkorco
-Nath
-Tayutka
-Rukhmar
-Anzu
-The Makers
-Deep Mother
-Loa
-Titans
-Lich King
-Shamanism
-Old Gods
-Earth Mother
-Naaru
-Great Moolah
Beliefs
Spoiler :
Under Development
Reformations
Spoiler :
Under Development
-= Land, Air, and Sea units =-
Land Units
Spoiler :
Exemplar
Model: Great General
Faith cost: Not available at this time.
Traits: Provides a 15% combat bonus to all player-owned land units within 2 tiles.
Model: Great General
Faith cost: Not available at this time.
Traits: Provides a 15% combat bonus to all player-owned land units within 2 tiles.
Air Units
Spoiler :
Under Development
Sea Units
Spoiler :
Under Development
-= National, World, and Natural Wonders =-
Natural Wonders
Spoiler :
Barringer Crater - Dark Portal Crater
Effects: +6 Science
Grand Mesa - Thunder Bluffs
Effects: +4 faith and +2 Happiness
Krakatoa - Mt. Kajaro
Effects: +2 Production and +4 Gold
Old Faithful - Geyser Fields
Effects: +4 Science
Rock of Gibraltar - The Jade Mountains
Effects: +6 Production
Cerro de Potosi - Ahn'Qiraj Mines.
Effects: +4 Production and +2 Happiness
El Dorado - Lost City of Tol'vir
Effects: +4 Happiness and +2 Gold
Fountain of Youth - Sunwell
Effects: +2 Science and Happiness
Mt. Kailash - Neverest
Effects: +2 Happiness and Faith
Mt. Sinai - Blackrock Mountain
Effects: +4 Production and +2 Gold
Sri Pada - Skybreach Pillar
Effects: +6 Culture
King Solomon's Mines - Uldaman
Effects: +4 Culture and +2 Production
Lake Victoria - Waters of Hyjal
Effects: +6 Faith
Mt. Kilimanjaro - Ironforge Mountain
Effects: +3 Production and +3 Gold
Effects: +6 Science
Grand Mesa - Thunder Bluffs
Effects: +4 faith and +2 Happiness
Krakatoa - Mt. Kajaro
Effects: +2 Production and +4 Gold
Old Faithful - Geyser Fields
Effects: +4 Science
Rock of Gibraltar - The Jade Mountains
Effects: +6 Production
Cerro de Potosi - Ahn'Qiraj Mines.
Effects: +4 Production and +2 Happiness
El Dorado - Lost City of Tol'vir
Effects: +4 Happiness and +2 Gold
Fountain of Youth - Sunwell
Effects: +2 Science and Happiness
Mt. Kailash - Neverest
Effects: +2 Happiness and Faith
Mt. Sinai - Blackrock Mountain
Effects: +4 Production and +2 Gold
Sri Pada - Skybreach Pillar
Effects: +6 Culture
King Solomon's Mines - Uldaman
Effects: +4 Culture and +2 Production
Lake Victoria - Waters of Hyjal
Effects: +6 Faith
Mt. Kilimanjaro - Ironforge Mountain
Effects: +3 Production and +3 Gold
World Wonders
Spoiler :
Alhambra - 7th Hold
Production cost:
Adds Culture: 4
Adds Happiness: 6
Adds GPP: 2 to Exemplar
Effects: All military units gain +30% combat effectiveness on continents other than one this wonder is built on.
Requirements: Alliance Ideology and
Writing:
Angkor Wat - Gates of Lordaeron
Production cost:
Adds Culture: 3
Adds Tourism: 2
Adds Happiness: 2
Effects: Reduces the cost of policies by 25%
Requirements: (Insert tech here)
Writing:
Big Ben - Clocktower of Gilneas
Production cost:
Adds Gold: 2
Adds Culture: 4
Adds Tourism: 2
Adds GPP: +2 to Great Merchant (Trade Prince for Goblins)
Effects: All trade routes from other civilizations generates 25% more culture per-trade route
Requirements: (Insert tech here)
Writing:
Borobudur - The Lyceum
Production cost:
Adds Culture: 4
Adds Tourism: 2
Adds Happiness: 4
Adds GPP: +2 to Great Artist
Effects: Additional points from Policy purchase goes into the advancement of a Golden Age.
Requirements: (Insert tech here)
Writing:
Brandenburg Gate - Gates of Ahn'Qiraj
Production cost:
Adds Production: 3
Adds Culture: 2
Adds GPP: +2 to Great Engineer
Effects: Desert tiles generate an additional 3 production and food. City defense increased by 25%
Requirements: Desert Tile and (Insert tech here)
Writing:
Broadway - Darkmoon Faire
Production cost:
Adds Production: 2
Adds Food: 2
Adds Faith: 2
Adds Culture: 2
Adds Science: 2
Adds Tourism: 4
Adds Happiness: 10
Adds GPP: +1 to all Great People
Effects: Trade routes generate 25% additional tourism and adds +3 gold to all worked Inns
Requirements: Festives
Writing:
Chichen Itza - Temple of Hakkar
Production cost:
Adds Food: 4
Adds Faith: 6
Adds Culture: 3
Effects: Military units gain 25% combat effectiveness when fighting enemy units near the city where this wonder was built. Starts a Golden Age.
Requirements: (Insert tech here)
Writing:
CN Tower - Twilight Citadel
Production cost:
Adds Faith: 5
Adds Science: 3
Adds Culture: 2
Adds Happiness: 5
Effects: Generates 15% additional faith based upon the extra Happiness you have.
Requirements: (Insert tech here)
Writing:
Eiffel Tower - The Serpent's Heart
Production cost:
Adds Faith: 3
Adds Culture: 6
Adds Tourism: 4
Adds Happiness: 2
Adds GPP: +2 to Great Engineers
Effects: All buildings generate +1 Happiness depending on where the wonder is built.
Requirements: (Insert tech here)
Writing:
Globe Theater - World's End Tavern
Production cost:
Adds Gold: 3
Adds Tourism: 1
Adds Happiness: 2
Effects: All taverns generate a additional +1 gold and happiness. Provides a free tavern in the city in which the wonder is built.
Requirements: (Insert tech here)
Writing:
Great Firewall - Assassin's League
Production cost:
Adds Gold: 2
Adds Culture: 2
Effects: 80% reduction in enemy spy effectiveness in the city where this wonder is built. All other cities gain a 25% reduction in enemy spy effectiveness.
Requirements: (Insert tech here)
Writing:
Great Mosque of Djenne - Tyr's Monastary
Production cost:
Adds Faith: 5
Adds Culture: 2
Adds Tourism: 2
Adds Happiness: 4
Effects: All military units cost 50% less when purchasing them with faith. Missionaries are 25% stronger when spreading religion to civilizations you're at peace with.
Requirements: Holy City and (Insert tech)
Writing:
Himjei Castle - Tian Monastary
Production cost:
Adds Culture: 6
Adds Tourism: 2
Adds Happiness: 2
Adds GPP: +1 to Great Artist
Effects: All newly produced military units gain 15% exp and the "Balanced Soul" trait, allowing them to traverse rough terrain without movement cost.
Requirements: Heroics Policy and (Insert tech here)
Writing:
Hubble Space Telescope - Ulduar Cosmo Chamber
Production cost:
Adds Science: 8
Adds Culture: 3
Adds Tourism: 2
Adds GPP: +1 to Great Scientist
Effects: Reveals the entire map and all cities generate 25% additional science. A free Great scientist appears outside of the city where this wonder is built.
Requirements: (Insert tech here)
Writing:
Leaning Tower of Pisa - Karazhan
Production cost:
Adds Science: 6
Adds Culture: 3
Adds Tourism: 2
Adds GPP: +2 to Great Scientists
Effects: Heroic Mages and Spellcasters can be purchased for 25% less gold and generate 15 exp. Provides a free Large Mage Tower in the city which this wonder was built in.
Requirements: Esotericism Policy and (Insert tech here)
Writing:
Machu Picchu - Galaywix Pleasure Palace
Production cost:
Adds Gold: 4
Adds Culture: 4
Adds Tourism: 2
Adds Happiness: 4
Adds GPP: +2 to Great Merchants (Trade Prince for Goblins)
Effects: All cultural buildings generate 2 gold and all economic buildings generate 2 culture. Gold per turn increases by 25% during Golden Ages.
Requirements: (Insert tech here)
Writing:
Mausoleum of Halicarnassus - Summoners' Tomb
Production cost:
Adds Production: 4
Adds Faith: 4
Adds Gold: 2
Adds Culture: 2
Effects: Great People are generated 25% faster and have their cost reduced by 15%
Requirements: (Insert tech here)
Writing:
Neuschwanstein - Wintergrasp Keep
Production cost:
Adds Production: 5
Adds Culture: 4
Adds Happiness: 3
Adds GPP: +2 to Exemplars and Admirals
Effects: All Forts and Citadels grant military units an additional 15% defensive bonus. Forts and Citadels are created in half the time and cost 1 less Improvement maitenance.
Requirements: (Insert tech here)
Writing:
Notre Dame - Cathedral of Light
Production cost:
Adds Faith: 5
Adds Culture: 3
Adds Tourism: 2
Adds Happiness: 5
Effects: Missionaries are 25% stronger against civilization's you're at peace with. Healers and Heroic Priest can be purchased with 25% less faith and earn 20 exp.
Requirements: Holy City and (Insert tech here)
Writing:
Parthenon - Pantheon Halls
Production cost:
Adds Culture: 4
Adds Tourism: 4
Adds GPP: +1 to Great Writers, Artists, and Composers.
Effects: All Wonders in the Civilization generate +1 additional Culture and 15% Tourism during Golden Ages.
Requirements: (Insert tech here)
Writing:
Pentagon - The Great Citadel
Production cost:
Adds Production: 8
Adds Gold: 2
Adds Tourism: 2
Adds Happiness: 6
Adds GPP: +2 to Exemplars
Effects: Newly trained Heroic Units gain the trait "People's Champion", allowing them to generate 8 points towards a Golden age when defeating enemy units. Provides a free Marble Walls in the city in which this wonder was built.
Requirements:
Writing:
Petra - Gates of Uldum
Production cost:
Adds Food: 4
Adds Culture: 4
Adds Tourism: 2
Adds Happiness: 4
Adds GPP: +1 to Great Artist
Effects: Desert tiles generate +1 Science and Culture. Cities on desert tiles generate 10% additional culture.
Requirements: Desert tiles and (Insert tech here)
Writing:
Prora - The Lost Tomb
Production cost:
Adds Science 3
Adds Culture: 5
Adds Tourism: 4
Adds GPP: +2 to Great Engineers
Effects: All units gain +2 movement and 20% combat effectiveness in the territory of the civilization in which this wonder was built.
Requirements: Independence Ideology, Ocean tiles, and (Insert tech here)
Writing:
Red Fort - Kor'Kron Hold
Production cost:
Adds Production: 5
Adds Culture: 4
Adds Happiness: 3
Adds GPP: +2 to Exemplars and Admirals
Effects: All military units gain 30 exp and newly trained units earn the "Will of the Horde" trait, granting them 15% reduction to flanking damage.
Requirements: Horde Ideology and (Insert tech here)
Writing:
Sistine Chapel - The Black Temple
Production cost:
Adds Production: 6
Adds Faith: 5
Adds GPP: +1 to Exemplars
Effects: All Military units gain "Blood Friend" trait, increasing combat effectiveness by 10% when next to friendly military units of a civilization with the same religion as you.
Requirements: Holy City and (Insert tech here)
Writing:
Statue of Liberty - Statue of Lothar
Production cost:
Adds Production: 5
Adds Culture: 3
Adds Tourism: 3
Adds Happiness: 5
Adds GPP: +1 to Exemplar
Effects: All military units gain "Fallen Leader" trait for 10 turns when a Heroic unit is defeated by a enemy unit, causing all military units to gain 35% combat effectiveness.
Requirements: Warfare Policy and (Insert tech here)
Writing:
Statue of Zeus - Statue of Anvilmar
Production cost:
Adds Production: 10
Adds Gold: 5
Adds Culture: 3
Adds Tourism: 4
Adds GPP: 2 to Great Engineers
Effects: Mines, Quarries, and Manufactorys generate +3 additional production. Great Engineers cost 50% less faith during Golden Ages.
Requirements: Hill and (Insert tech here)
Writing:
Stonehenge - Throne of Elements
Production cost:
Adds Faith: 8
Adds Culture: 3
Adds Tourism: 4
Adds Happiness: 2
Effects: Religion spreads 5% faster (Max of 20) with each trade route you have with civilizations of another belief. Military units bought with faith gain "Elemental Rush" and gain +2 movement, 10% combat effectiveness, and 10% defense bonus.
Requirements: Spiritualism Policy and (Insert Tech here)
Writing:
Taj Mahal - Ramkahen Palace
Production cost:
Adds Production: 4
Adds Gold: 6
Adds Culture: 4
Effects: All culture buildings generate 2 additional Happiness and Gold during times of peace.
Requirements: (Insert tech here)
Writing:
Temple of Artemis - Temple of Elune
Production cost:
Adds Faith: 5
Adds food: 5
Adds Tourism: 2
Effects: All newly trained non-gunpowder range units gain the "Grace of Elune" trait, granting them +1 movement and +10% combat effectiveness in forests. All grasslands and forest tiles generate +2 culture.
Requirements: Grassland and (Insert tech here)
Writing:
Terracotta Army - Thunder King's Legion
Production cost:
Adds Science: 3
Adds Gold: 2
Adds Culture: 2
Effects: Gain one copy of every land unit.
Requirements: (Insert tech here)
Writing:
The Colossus - Bay Trade Prince
Production cost:
Adds Food: 5
Adds Gold: 6
Adds Culture: 2
Adds Tourism: 2
Adds GPP: +1 to Great Merchants (Trade Prince for Goblins)
Effects: Sea Trade routes generate +3 gold and science for each different civilization you have trade with. Luxury and strategic resources generate 10% additional gold and one Trade Ship is added at the city in which the wonder is built.
Requirements: Coast and (Insert tech here)
Writing:
The Forbidden Palace - Court of Bones
Production cost:
Adds Production: 6
Adds Culture: 5
Effects: +2 Delegates when Peace Summit is established, -10 Unhappiness, and each Diplomat generates 3 gold.
Requirements: Statecraft policy and (Insert tech here)
Writing:
The Great Library - Library of Dalaran
Production cost:
Adds Science: 6
Adds Culture: 3
Adds Tourism: 4
Adds GPP: 1 to Great Scientist
Effects: Research Agreements generate 15% more Science, a free Great Scientist is born in the city where this wonder was built. Adds a free Large Library in the city which this wonder was built.
Requirements: (Insert tech here)
Writing:
The Great Lighthouse - Westfall Light House
Production cost:
Adds Food: 5
Adds Culture: 3
Adds Tourism: 2
Adds Happiness: 2
Adds GPP: +3 to Admiral
Effects: All worked water tiles generate 3 additional food and 1 additional gold. All navel units gain +1 movement.
Requirements: Coastal tile and (Insert tech here)
Writing:
The Great Wall - Greymane Wall
Production cost:
Adds Culture: 4
Adds GPP: 1 to Great Engineers
Effects: Enemy land units must expend 1 extra movement per tile inside your territory. Stone Walls are built in half the time and add 25% more defense to your cities.
Requirements: (Insert tech here)
Writing:
The Hagia Sophia - Hall of Mysteries
Production cost:
Adds Faith:3
Adds Science: 3
Adds GPP: +1 to Great Scientist
Effects: A free great Prophet appears and Great scientist can now be bought with faith.
Requirements: (Insert tech here)
Writing:
The Hanging Gardens - The Botanica Garden
Production cost:
Adds Food: 4
Adds Tourism: 4
Adds Happiness: 6
Adds GPP: +1 Great Artist
Effects: City buildings that generate food gain a additional 1 happiness and a free city garden is provided in the city in which this wonder was built.
Requirements: (Insert tech here)
Writing:
The Kremlin - Sunfury Spire
Production cost:
Adds Science: 4
Adds Faith: 3
Adds Culture: 4
Adds Tourism: 2
Effects: All science buildings generate 1 additional culture. Spellcasters and Healers gain the "Fury Haste" trait, allowing them to attack twice a turn.
Requirements: Artistic Policy and (Insert tech here)
Writing:
The Louvre - Gadgetzan Arena
Production cost:
Adds Gold: 4
Adds Culture: 2
Adds Tourism: 3
Adds Happiness: 3
Effects: 2 Free Exemplars appear near thecity in which this wonder was built in. All melee land units gain additional 15% combat effectiveness when attacking enemy cities.
Requirements: (Insert tech here)
Writing:
The Oracle - The Shaper's Terrace
Production cost:
Adds Production: 5
Adds Science: 3
Adds Gold: 2
Adds GPP: 1 to Great Engineer and Scientist
Effects: Gain a free policy. 15% extra Culture generated during a Golden Age.
Requirements: (Insert tech here)
Writing:
The Porcelain Tower - Tower of the Damned
Production cost:
Adds Production: 3
Adds Science: 5
Adds Gold: 2
Adds GPP: 1 to Great Scientist
Effects: Enemy units suffer 10 damage when adjacent to the city in which this wonder was built. Generates 25% additional science during war.
Requirements: (Insert tech here)
Writing:
The Pyramids - Halls of Origination
Production cost:
Adds Production: 7
Adds Science: 3
Adds Culture: 2
Adds Tourism: 4
Effects: City buildings are constructed 25% faster and 2 free workers appear outside of the city this wonder is built in.
Requirements: Ingenuity Policy and (Insert Tech here)
Writing:
Uffizi - Kezan Great Market
Production cost:
Adds Gold: 6
Adds Culture: 3
Adds Happiness: 2
Adds GPP: 1 to Great Merchant (Trade Prince for Goblins)
Effects: A Great Merchant (Trade Prince Goblins Only) appears outside of the city in which this wonder was built. Trade routes on land increase in gold income by 25% and max trade routes increased by 2
Requirements: Merchantry Policy and (Insert tech here)
Writing:
Production cost:
Adds Culture: 4
Adds Happiness: 6
Adds GPP: 2 to Exemplar
Effects: All military units gain +30% combat effectiveness on continents other than one this wonder is built on.
Requirements: Alliance Ideology and
Writing:
Angkor Wat - Gates of Lordaeron
Production cost:
Adds Culture: 3
Adds Tourism: 2
Adds Happiness: 2
Effects: Reduces the cost of policies by 25%
Requirements: (Insert tech here)
Writing:
Big Ben - Clocktower of Gilneas
Production cost:
Adds Gold: 2
Adds Culture: 4
Adds Tourism: 2
Adds GPP: +2 to Great Merchant (Trade Prince for Goblins)
Effects: All trade routes from other civilizations generates 25% more culture per-trade route
Requirements: (Insert tech here)
Writing:
Borobudur - The Lyceum
Production cost:
Adds Culture: 4
Adds Tourism: 2
Adds Happiness: 4
Adds GPP: +2 to Great Artist
Effects: Additional points from Policy purchase goes into the advancement of a Golden Age.
Requirements: (Insert tech here)
Writing:
Brandenburg Gate - Gates of Ahn'Qiraj
Production cost:
Adds Production: 3
Adds Culture: 2
Adds GPP: +2 to Great Engineer
Effects: Desert tiles generate an additional 3 production and food. City defense increased by 25%
Requirements: Desert Tile and (Insert tech here)
Writing:
Broadway - Darkmoon Faire
Production cost:
Adds Production: 2
Adds Food: 2
Adds Faith: 2
Adds Culture: 2
Adds Science: 2
Adds Tourism: 4
Adds Happiness: 10
Adds GPP: +1 to all Great People
Effects: Trade routes generate 25% additional tourism and adds +3 gold to all worked Inns
Requirements: Festives
Writing:
Chichen Itza - Temple of Hakkar
Production cost:
Adds Food: 4
Adds Faith: 6
Adds Culture: 3
Effects: Military units gain 25% combat effectiveness when fighting enemy units near the city where this wonder was built. Starts a Golden Age.
Requirements: (Insert tech here)
Writing:
CN Tower - Twilight Citadel
Production cost:
Adds Faith: 5
Adds Science: 3
Adds Culture: 2
Adds Happiness: 5
Effects: Generates 15% additional faith based upon the extra Happiness you have.
Requirements: (Insert tech here)
Writing:
Eiffel Tower - The Serpent's Heart
Production cost:
Adds Faith: 3
Adds Culture: 6
Adds Tourism: 4
Adds Happiness: 2
Adds GPP: +2 to Great Engineers
Effects: All buildings generate +1 Happiness depending on where the wonder is built.
Requirements: (Insert tech here)
Writing:
Globe Theater - World's End Tavern
Production cost:
Adds Gold: 3
Adds Tourism: 1
Adds Happiness: 2
Effects: All taverns generate a additional +1 gold and happiness. Provides a free tavern in the city in which the wonder is built.
Requirements: (Insert tech here)
Writing:
Great Firewall - Assassin's League
Production cost:
Adds Gold: 2
Adds Culture: 2
Effects: 80% reduction in enemy spy effectiveness in the city where this wonder is built. All other cities gain a 25% reduction in enemy spy effectiveness.
Requirements: (Insert tech here)
Writing:
Great Mosque of Djenne - Tyr's Monastary
Production cost:
Adds Faith: 5
Adds Culture: 2
Adds Tourism: 2
Adds Happiness: 4
Effects: All military units cost 50% less when purchasing them with faith. Missionaries are 25% stronger when spreading religion to civilizations you're at peace with.
Requirements: Holy City and (Insert tech)
Writing:
Himjei Castle - Tian Monastary
Production cost:
Adds Culture: 6
Adds Tourism: 2
Adds Happiness: 2
Adds GPP: +1 to Great Artist
Effects: All newly produced military units gain 15% exp and the "Balanced Soul" trait, allowing them to traverse rough terrain without movement cost.
Requirements: Heroics Policy and (Insert tech here)
Writing:
Hubble Space Telescope - Ulduar Cosmo Chamber
Production cost:
Adds Science: 8
Adds Culture: 3
Adds Tourism: 2
Adds GPP: +1 to Great Scientist
Effects: Reveals the entire map and all cities generate 25% additional science. A free Great scientist appears outside of the city where this wonder is built.
Requirements: (Insert tech here)
Writing:
Leaning Tower of Pisa - Karazhan
Production cost:
Adds Science: 6
Adds Culture: 3
Adds Tourism: 2
Adds GPP: +2 to Great Scientists
Effects: Heroic Mages and Spellcasters can be purchased for 25% less gold and generate 15 exp. Provides a free Large Mage Tower in the city which this wonder was built in.
Requirements: Esotericism Policy and (Insert tech here)
Writing:
Machu Picchu - Galaywix Pleasure Palace
Production cost:
Adds Gold: 4
Adds Culture: 4
Adds Tourism: 2
Adds Happiness: 4
Adds GPP: +2 to Great Merchants (Trade Prince for Goblins)
Effects: All cultural buildings generate 2 gold and all economic buildings generate 2 culture. Gold per turn increases by 25% during Golden Ages.
Requirements: (Insert tech here)
Writing:
Mausoleum of Halicarnassus - Summoners' Tomb
Production cost:
Adds Production: 4
Adds Faith: 4
Adds Gold: 2
Adds Culture: 2
Effects: Great People are generated 25% faster and have their cost reduced by 15%
Requirements: (Insert tech here)
Writing:
Neuschwanstein - Wintergrasp Keep
Production cost:
Adds Production: 5
Adds Culture: 4
Adds Happiness: 3
Adds GPP: +2 to Exemplars and Admirals
Effects: All Forts and Citadels grant military units an additional 15% defensive bonus. Forts and Citadels are created in half the time and cost 1 less Improvement maitenance.
Requirements: (Insert tech here)
Writing:
Notre Dame - Cathedral of Light
Production cost:
Adds Faith: 5
Adds Culture: 3
Adds Tourism: 2
Adds Happiness: 5
Effects: Missionaries are 25% stronger against civilization's you're at peace with. Healers and Heroic Priest can be purchased with 25% less faith and earn 20 exp.
Requirements: Holy City and (Insert tech here)
Writing:
Parthenon - Pantheon Halls
Production cost:
Adds Culture: 4
Adds Tourism: 4
Adds GPP: +1 to Great Writers, Artists, and Composers.
Effects: All Wonders in the Civilization generate +1 additional Culture and 15% Tourism during Golden Ages.
Requirements: (Insert tech here)
Writing:
Pentagon - The Great Citadel
Production cost:
Adds Production: 8
Adds Gold: 2
Adds Tourism: 2
Adds Happiness: 6
Adds GPP: +2 to Exemplars
Effects: Newly trained Heroic Units gain the trait "People's Champion", allowing them to generate 8 points towards a Golden age when defeating enemy units. Provides a free Marble Walls in the city in which this wonder was built.
Requirements:
Writing:
Petra - Gates of Uldum
Production cost:
Adds Food: 4
Adds Culture: 4
Adds Tourism: 2
Adds Happiness: 4
Adds GPP: +1 to Great Artist
Effects: Desert tiles generate +1 Science and Culture. Cities on desert tiles generate 10% additional culture.
Requirements: Desert tiles and (Insert tech here)
Writing:
Prora - The Lost Tomb
Production cost:
Adds Science 3
Adds Culture: 5
Adds Tourism: 4
Adds GPP: +2 to Great Engineers
Effects: All units gain +2 movement and 20% combat effectiveness in the territory of the civilization in which this wonder was built.
Requirements: Independence Ideology, Ocean tiles, and (Insert tech here)
Writing:
Red Fort - Kor'Kron Hold
Production cost:
Adds Production: 5
Adds Culture: 4
Adds Happiness: 3
Adds GPP: +2 to Exemplars and Admirals
Effects: All military units gain 30 exp and newly trained units earn the "Will of the Horde" trait, granting them 15% reduction to flanking damage.
Requirements: Horde Ideology and (Insert tech here)
Writing:
Sistine Chapel - The Black Temple
Production cost:
Adds Production: 6
Adds Faith: 5
Adds GPP: +1 to Exemplars
Effects: All Military units gain "Blood Friend" trait, increasing combat effectiveness by 10% when next to friendly military units of a civilization with the same religion as you.
Requirements: Holy City and (Insert tech here)
Writing:
Statue of Liberty - Statue of Lothar
Production cost:
Adds Production: 5
Adds Culture: 3
Adds Tourism: 3
Adds Happiness: 5
Adds GPP: +1 to Exemplar
Effects: All military units gain "Fallen Leader" trait for 10 turns when a Heroic unit is defeated by a enemy unit, causing all military units to gain 35% combat effectiveness.
Requirements: Warfare Policy and (Insert tech here)
Writing:
Statue of Zeus - Statue of Anvilmar
Production cost:
Adds Production: 10
Adds Gold: 5
Adds Culture: 3
Adds Tourism: 4
Adds GPP: 2 to Great Engineers
Effects: Mines, Quarries, and Manufactorys generate +3 additional production. Great Engineers cost 50% less faith during Golden Ages.
Requirements: Hill and (Insert tech here)
Writing:
Stonehenge - Throne of Elements
Production cost:
Adds Faith: 8
Adds Culture: 3
Adds Tourism: 4
Adds Happiness: 2
Effects: Religion spreads 5% faster (Max of 20) with each trade route you have with civilizations of another belief. Military units bought with faith gain "Elemental Rush" and gain +2 movement, 10% combat effectiveness, and 10% defense bonus.
Requirements: Spiritualism Policy and (Insert Tech here)
Writing:
Taj Mahal - Ramkahen Palace
Production cost:
Adds Production: 4
Adds Gold: 6
Adds Culture: 4
Effects: All culture buildings generate 2 additional Happiness and Gold during times of peace.
Requirements: (Insert tech here)
Writing:
Temple of Artemis - Temple of Elune
Production cost:
Adds Faith: 5
Adds food: 5
Adds Tourism: 2
Effects: All newly trained non-gunpowder range units gain the "Grace of Elune" trait, granting them +1 movement and +10% combat effectiveness in forests. All grasslands and forest tiles generate +2 culture.
Requirements: Grassland and (Insert tech here)
Writing:
Terracotta Army - Thunder King's Legion
Production cost:
Adds Science: 3
Adds Gold: 2
Adds Culture: 2
Effects: Gain one copy of every land unit.
Requirements: (Insert tech here)
Writing:
The Colossus - Bay Trade Prince
Production cost:
Adds Food: 5
Adds Gold: 6
Adds Culture: 2
Adds Tourism: 2
Adds GPP: +1 to Great Merchants (Trade Prince for Goblins)
Effects: Sea Trade routes generate +3 gold and science for each different civilization you have trade with. Luxury and strategic resources generate 10% additional gold and one Trade Ship is added at the city in which the wonder is built.
Requirements: Coast and (Insert tech here)
Writing:
The Forbidden Palace - Court of Bones
Production cost:
Adds Production: 6
Adds Culture: 5
Effects: +2 Delegates when Peace Summit is established, -10 Unhappiness, and each Diplomat generates 3 gold.
Requirements: Statecraft policy and (Insert tech here)
Writing:
The Great Library - Library of Dalaran
Production cost:
Adds Science: 6
Adds Culture: 3
Adds Tourism: 4
Adds GPP: 1 to Great Scientist
Effects: Research Agreements generate 15% more Science, a free Great Scientist is born in the city where this wonder was built. Adds a free Large Library in the city which this wonder was built.
Requirements: (Insert tech here)
Writing:
The Great Lighthouse - Westfall Light House
Production cost:
Adds Food: 5
Adds Culture: 3
Adds Tourism: 2
Adds Happiness: 2
Adds GPP: +3 to Admiral
Effects: All worked water tiles generate 3 additional food and 1 additional gold. All navel units gain +1 movement.
Requirements: Coastal tile and (Insert tech here)
Writing:
The Great Wall - Greymane Wall
Production cost:
Adds Culture: 4
Adds GPP: 1 to Great Engineers
Effects: Enemy land units must expend 1 extra movement per tile inside your territory. Stone Walls are built in half the time and add 25% more defense to your cities.
Requirements: (Insert tech here)
Writing:
The Hagia Sophia - Hall of Mysteries
Production cost:
Adds Faith:3
Adds Science: 3
Adds GPP: +1 to Great Scientist
Effects: A free great Prophet appears and Great scientist can now be bought with faith.
Requirements: (Insert tech here)
Writing:
The Hanging Gardens - The Botanica Garden
Production cost:
Adds Food: 4
Adds Tourism: 4
Adds Happiness: 6
Adds GPP: +1 Great Artist
Effects: City buildings that generate food gain a additional 1 happiness and a free city garden is provided in the city in which this wonder was built.
Requirements: (Insert tech here)
Writing:
The Kremlin - Sunfury Spire
Production cost:
Adds Science: 4
Adds Faith: 3
Adds Culture: 4
Adds Tourism: 2
Effects: All science buildings generate 1 additional culture. Spellcasters and Healers gain the "Fury Haste" trait, allowing them to attack twice a turn.
Requirements: Artistic Policy and (Insert tech here)
Writing:
The Louvre - Gadgetzan Arena
Production cost:
Adds Gold: 4
Adds Culture: 2
Adds Tourism: 3
Adds Happiness: 3
Effects: 2 Free Exemplars appear near thecity in which this wonder was built in. All melee land units gain additional 15% combat effectiveness when attacking enemy cities.
Requirements: (Insert tech here)
Writing:
The Oracle - The Shaper's Terrace
Production cost:
Adds Production: 5
Adds Science: 3
Adds Gold: 2
Adds GPP: 1 to Great Engineer and Scientist
Effects: Gain a free policy. 15% extra Culture generated during a Golden Age.
Requirements: (Insert tech here)
Writing:
The Porcelain Tower - Tower of the Damned
Production cost:
Adds Production: 3
Adds Science: 5
Adds Gold: 2
Adds GPP: 1 to Great Scientist
Effects: Enemy units suffer 10 damage when adjacent to the city in which this wonder was built. Generates 25% additional science during war.
Requirements: (Insert tech here)
Writing:
The Pyramids - Halls of Origination
Production cost:
Adds Production: 7
Adds Science: 3
Adds Culture: 2
Adds Tourism: 4
Effects: City buildings are constructed 25% faster and 2 free workers appear outside of the city this wonder is built in.
Requirements: Ingenuity Policy and (Insert Tech here)
Writing:
Uffizi - Kezan Great Market
Production cost:
Adds Gold: 6
Adds Culture: 3
Adds Happiness: 2
Adds GPP: 1 to Great Merchant (Trade Prince for Goblins)
Effects: A Great Merchant (Trade Prince Goblins Only) appears outside of the city in which this wonder was built. Trade routes on land increase in gold income by 25% and max trade routes increased by 2
Requirements: Merchantry Policy and (Insert tech here)
Writing:
National Wonders
Spoiler :
Circus Maximus - Darkmoon Faire Camp
Production cost:
Adds Culture: 1
Adds Happiness: 6
Adds GPP: 1 to Great Artist, Musician, and Writers
Effects: One free Great Artist, Musician, and Writer.appears at your city.
Requirements: (Insert tech here)
East India Company - Merchant Port
Adds Gold: 2
Adds GPP: 1 to Admiral
Effects: Trade routes sent to this city generate 3 gold and owners of the trade routes gain 2 gold. Trade routes increased by 3 and a free Trade ship appears in the coastal city.
Requirements: Coastal tile and (Insert tech here)
Hermitage - Orphange
Production cost:
Adds Culture: 1
Adds Happiness: 2
Effects: +50% Culture gained and provides three works of art slots.
Requirements: (Insert tech here)
Heroic Epic - Heroic Monument
Production cost:
Adds Culture: 1
Adds Happiness: 2
Adds GPP: 1 to Exemplar and 4 to Admiral
Effects: Provides 15% greater combat strength to all units produced in this city. Provides one great work slot.
Requirements: (Insert tech here)
Ironworks - Great Smelter
Production cost:
Adds Production: 8
Adds Production 35%
Adds Culture: 1
Effects: A free Great Engineer appears
Requirements: (Insert tech here)
National College - Great College
Production cost:
Adds Science: +4
Adds Scoemce: 45%
Effects: A free Great Scientist appears
Requirements: (Insert tech here)
National Epic - Monument of Glory
Production cost:
Adds Culture: 2
Adds GPP: 4 to Great Musician
Effects: +25% Great People generation in this city
Requirements: (Insert tech here)
National Treasury - Auction House
Production cost:
Adds Gold: 4
Adds Gold: 25%
Adds Happiness: 1
Adds GPP: 1 to Great Merchant (Trade Prince for Goblins)
Effects: A free Great Merchant (Trade Prince for Goblins) appears
Requirements: (Insert tech here)
Oxford University - Royal College
Production cost:
Adds Science: 4
Adds GPP: 1 to Great Scientist
Effects: One free Technology upon completion.
Requirements: (insert tech here)
Musician, Writers', Artists' guilds - Guild of Arts
Production cost:
Adds Culture: 1
Adds GPP: 1 to Great Artists, Writers, and 2 to Musicians
Effects: One Artist, Writer, and Musician specialists slots
Requirements: (Insert Tech here)
National Visitor Center - Great City Inn
Production cost:
Adds Gold: 3
Adds Culture: 2
Adds Tourism: 2
Adds Happiness: 2
Effects: +75% Culture generated from World Wonders, National Wonders, and Culture generating improvements is added to the tourism output of this city. +100% Tourism output from Great Works in thiscity.
Requirements: (Insert tech here)
Grand Temple - Great Temple
Production cost:
Adds Faith: 3
Adds Happiness: 2
Effectsoubles religious pressure generating from this city.
Requirements: (Insert tech here)
Production cost:
Adds Culture: 1
Adds Happiness: 6
Adds GPP: 1 to Great Artist, Musician, and Writers
Effects: One free Great Artist, Musician, and Writer.appears at your city.
Requirements: (Insert tech here)
East India Company - Merchant Port
Adds Gold: 2
Adds GPP: 1 to Admiral
Effects: Trade routes sent to this city generate 3 gold and owners of the trade routes gain 2 gold. Trade routes increased by 3 and a free Trade ship appears in the coastal city.
Requirements: Coastal tile and (Insert tech here)
Hermitage - Orphange
Production cost:
Adds Culture: 1
Adds Happiness: 2
Effects: +50% Culture gained and provides three works of art slots.
Requirements: (Insert tech here)
Heroic Epic - Heroic Monument
Production cost:
Adds Culture: 1
Adds Happiness: 2
Adds GPP: 1 to Exemplar and 4 to Admiral
Effects: Provides 15% greater combat strength to all units produced in this city. Provides one great work slot.
Requirements: (Insert tech here)
Ironworks - Great Smelter
Production cost:
Adds Production: 8
Adds Production 35%
Adds Culture: 1
Effects: A free Great Engineer appears
Requirements: (Insert tech here)
National College - Great College
Production cost:
Adds Science: +4
Adds Scoemce: 45%
Effects: A free Great Scientist appears
Requirements: (Insert tech here)
National Epic - Monument of Glory
Production cost:
Adds Culture: 2
Adds GPP: 4 to Great Musician
Effects: +25% Great People generation in this city
Requirements: (Insert tech here)
National Treasury - Auction House
Production cost:
Adds Gold: 4
Adds Gold: 25%
Adds Happiness: 1
Adds GPP: 1 to Great Merchant (Trade Prince for Goblins)
Effects: A free Great Merchant (Trade Prince for Goblins) appears
Requirements: (Insert tech here)
Oxford University - Royal College
Production cost:
Adds Science: 4
Adds GPP: 1 to Great Scientist
Effects: One free Technology upon completion.
Requirements: (insert tech here)
Musician, Writers', Artists' guilds - Guild of Arts
Production cost:
Adds Culture: 1
Adds GPP: 1 to Great Artists, Writers, and 2 to Musicians
Effects: One Artist, Writer, and Musician specialists slots
Requirements: (Insert Tech here)
National Visitor Center - Great City Inn
Production cost:
Adds Gold: 3
Adds Culture: 2
Adds Tourism: 2
Adds Happiness: 2
Effects: +75% Culture generated from World Wonders, National Wonders, and Culture generating improvements is added to the tourism output of this city. +100% Tourism output from Great Works in thiscity.
Requirements: (Insert tech here)
Grand Temple - Great Temple
Production cost:
Adds Faith: 3
Adds Happiness: 2
Effectsoubles religious pressure generating from this city.
Requirements: (Insert tech here)
-= Strategic & Luxury Resources =-
Strategic
Spoiler :
Under Development
Luxury
Spoiler :
Under Development
-= Great Works of Art =-
Please note: For certain legal reasons I'm handling this part solo. If you wish to see what pictures of art I will be using, just open the spoiler below, and click the link. It will take you to my workshop group and to the section where the art links are being stored.
Spoiler :
-= City-States =-
Spoiler :
- Eastern Kingdom -
Fuselight - Neutral - Mercantile
Booty Bay - Hostile - Mercantile
Dalaran - Friendly - Cultured
Thorium Point - Neutral - Militaristic
Bogpaddle - Irrational - Maritime
Tol Barad - Hostile - Militaristic
Vermillion Redoubt - Friendly - Cultured
- Kalimdor City States -
Cenarion Hold - Neutral - Militaristic
Cenarion Wildlands - Friendly - Militaristic
Night Haven - Friendly - Cultured
Everlook - Irrational - Mercantile
Blackmaw Hold - Neutral - Religious
Gadetztan - Irrational - Mercantile
Ratchet - Irrational - Mercantile
Caverns of Time - Friendly - Cultured
- Northrend City States -
K3 - Irrational - Maritime
Dalaran - Friendly - Cultured
Wyrmrest Tower - Friendly - Religious
Moa'ki Harbor - Friendly - Maritime
Unu'pe - Friendly - Maritime
Dun Niffelem - Irrational - Militaristic
- Pandaria -
Halfhill - Friendly - Mercantile
Celestial Court - Neutral - Militaristic
White Tiger Temple - Neutral - Cultured
Jade Serpent Temple - Neutral - Religious
Black Ox Temple - Neutral - Cultured
Red Crane Temple - Neutral - Religious
Shado-Pan Monastery - Neutral - Militaristic
- South Seas -
Undermine - Hostile - Mercantile
Kul Tiras - Hostile - Militaristic
- Outland -
Cenarion Refuge - Friendly - Maritime
Cosmowrench - Irrational - Militaristic
Stormspire - Neutral - Mercantile
Shattrath City - Friendly - Cultured
Fuselight - Neutral - Mercantile
Booty Bay - Hostile - Mercantile
Dalaran - Friendly - Cultured
Thorium Point - Neutral - Militaristic
Bogpaddle - Irrational - Maritime
Tol Barad - Hostile - Militaristic
Vermillion Redoubt - Friendly - Cultured
- Kalimdor City States -
Cenarion Hold - Neutral - Militaristic
Cenarion Wildlands - Friendly - Militaristic
Night Haven - Friendly - Cultured
Everlook - Irrational - Mercantile
Blackmaw Hold - Neutral - Religious
Gadetztan - Irrational - Mercantile
Ratchet - Irrational - Mercantile
Caverns of Time - Friendly - Cultured
- Northrend City States -
K3 - Irrational - Maritime
Dalaran - Friendly - Cultured
Wyrmrest Tower - Friendly - Religious
Moa'ki Harbor - Friendly - Maritime
Unu'pe - Friendly - Maritime
Dun Niffelem - Irrational - Militaristic
- Pandaria -
Halfhill - Friendly - Mercantile
Celestial Court - Neutral - Militaristic
White Tiger Temple - Neutral - Cultured
Jade Serpent Temple - Neutral - Religious
Black Ox Temple - Neutral - Cultured
Red Crane Temple - Neutral - Religious
Shado-Pan Monastery - Neutral - Militaristic
- South Seas -
Undermine - Hostile - Mercantile
Kul Tiras - Hostile - Militaristic
- Outland -
Cenarion Refuge - Friendly - Maritime
Cosmowrench - Irrational - Militaristic
Stormspire - Neutral - Mercantile
Shattrath City - Friendly - Cultured
-= Champion Units =-
Spoiler :
Under development